# Nintendo Entertainment System computing platforms Dragon Soul sound engine
A project intended to offer readily writing tracks targetin at Nintendo Entertainment computing platforms.

A work in progress project yet in infancy!

## Contents:
1. [File map](#1-file-map)
2. [How to build](#2-how-to-build)
3. [Track data documentation](#3-track-data-documentation)


## 1. File map
* _main.s_ is the assembled file, sourcing the other assembly files;  it contains header and footer for different file format outputs to be assembled conditionally
* _soundeng.s_ contains the sound engine functions and track effect implementations
* _data.s_ contains track data, frequency table, track effect symbol definitions, and other data that may be fetched by the sound engine
* _bss.s_ contains symbol definitions to memory addresses:  They are all completely uppercase
* _build.sh_ is a script that builds the project
* _backgrnd.chr_ contains background tile data
* _sprites.chr_ contains sprite tile data
* _output.nes_ is an iNES file format containing output after building it, that may be usable via a NES emulator
* _output.nsf_ is an Nintendo sound format file format containing output after building it, that may be usable by a NSF player
* _output.fds_ is a Famicom Disk System file format containing output after building it, that may be usableby a FDS emulator
* _README.md_ is this text, and contains usage instructions

## 2. How to build
This project current uses ASAR assembler v1.71, one may download via the web page that the next hyperlink leads at:
https://github.com/RPGHacker/asar/releases/tag/v1.71

Adding _asar_, the assembler executable to the operating system PATH environment variable, or equivalent to, that this project is intended to be built on, executing _build.sh_ builds the project

## 3. Track data documentation
Work in progress